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B764434 11 on Dworld_V1 (Multiplayer)

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Date Editor Before After
8/30/2019 7:06:43 AMGBrankdyth68 before revert after revert
8/29/2019 8:51:51 PMGBrankdyth68 before revert after revert
8/29/2019 8:48:36 PMGBrankdyth68 before revert after revert
Before After
1 @Anarchid: An low cost Funnelweb shield drainer would delete Funnelweb. A mid cost one is called a Bertha and a high cost one is a Starlight. 1 @Anarchid: An low cost Funnelweb shield drainer would delete Funnelweb. A mid cost one is called a Bertha and a high cost one is a Starlight.
2 \n 2 \n
3 What you actually want is something that penetrates Funnelweb shields or quickly drains them (e.g. Shockley's doing 2x current shield damage). 3 What you actually want is something that penetrates Funnelweb shields or quickly drains them (e.g. Shockley's doing 2x current shield damage).
4 \n 4 \n
5 \n 5 \n
6 There's a possibility this particular complexity reduction may make things more fun once the meta stabilizes. 6 There's a possibility this particular complexity reduction may make things more fun once the meta stabilizes.
7 \n 7 \n
8 \n 8 \n
9 btw: I'm still playing with ideas for solving the layered shields defeating recharge delay issue. There's lots of things that work from a purely balance perspective, but they all run into complexity and intuitiveness issues. A random example: 9 btw: I'm still playing with ideas for solving the layered shields defeating recharge delay issue. There's lots of things that work from a purely balance perspective, but they all run into complexity and intuitiveness issues. A random example:
10 Recharge delay proportional to Funnelweb shield overlap with the shield. I think that's too hard to explain and represent to players. 10 Recharge reduction proportional to Funnelweb shield overlap with the shield that's in cooldown. I think that's too hard to explain and represent to players.